PDZ - only 2-3% graphical power on X360?

SentinelQW

Newcomer
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?
 
SentinelQW said:
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?

There's more it than that, PDZ use's all normal maps so its not the same thing.
 
!eVo!-X Ant UK said:
There's more it than that, PDZ use's all normal maps so its not the same thing.
Perfect Dark Zero use Paralax mapping technic.

Polygons and textures are two different things.
 
1) How do we know the 500,000,000 is a real number or not? What if the 360 throws half that or like 300,000,000. I don't think we can determine that yet.

2) Do polygons determine graphical power? I think saying 2-3% of it's poly pushing power would be more accurate.

But whatever, I am a firm believer in that what we are seeing is not even close to what the 360 can do.
 
SentinelQW said:
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?

Polygons alone doesn’t determine overall efficiency or processing muscle (bog-down) of system.

That 2-3% figure may represent a small fraction of the polygon performance the Xbox 360 can produce, but that’s about it.

Once you factor in AI, physics, bump mapping, lighting, particles, AF, any other algorithm, or any other post processing technique; that 2-3% figure is meaningless. PDZ could easily be pushing the system at 30-40% capacity.
 
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SentinelQW said:
Perfect Dark Zero use Paralax mapping technic.

Polygons and textures are two different things.

I know there different, but the charactors are'nt paralex mapped, there normal mapped.

When the 360 is tile rendering it also reduces it poly out put.
 
system resources

Remember, 500 mill polygons is a theoretical max with minimal texturing and lighting effects being used (think flat or gourad shaded polygons ala ps1). Because of the Unified pipe architecture, that would infer utilizing all 48 ALUs as Vertex pipes and performing minimal texturing and lighting functions. Utilizing system resources is a trade-off...in order to get an engine up and running you must cut corners here to get added benefits there...If there was alot of texturing bandwidth being used...it cuts down drastically on poly pushing power of the gpu. That being said...your numbers are hogwash.
 
ROG27 said:
Remember, 500 mill polygons is a theoretical max with minimal texturing and lighting effects being used (think flat or gourad shaded polygons ala ps1).

Sorry, but 500 million polys/sec is a limitation of the triangle setup engine; the system itself could theoreticaly push even more polygons, just from the shader array (so without the considerable capacity of the XCPU)...
 
Theoretical

ROG27 said:
Remember, 500 mill polygons is a theoretical max with minimal texturing and lighting effects being used (think flat or gourad shaded polygons ala ps1). Because of the Unified pipe architecture, that would infer utilizing all 48 ALUs as Vertex pipes and performing minimal texturing and lighting functions. Utilizing system resources is a trade-off...in order to get an engine up and running you must cut corners here to get added benefits there...If there was alot of texturing bandwidth being used...it cuts down drastically on poly pushing power of the gpu. That being said...your numbers are hogwash.

For simple geometry transform theoretical performance of Xenos GPU is 6 Billion polygons/sec! For real world T&L with many lights and shadows I think 500,000-1,000,000/frame is probably maximum for having available enough shader unit cycles for pixel shader operations. Maybe some games with different shader style (like Killer7) very high polygons can be made.
 
Now, that's something

SentinelQW said:
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?
No offense, but I don't think anyone with a serious opinion could participate in a thread with such a "logical" premise.

There so much, very basic, things to explain that I think no one would take the time to do it.

But in case someone would have the time to explain what you need to know about video gaming software coding, I move this thread to the Console Talk, since that doesn't qualify as Technology talk, yet. ;)
 
SentinelQW said:
XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %
Meaningless pap. These numbers have no connection to reality. If you're trying to suggest PD0 only uses ~2.4% of the 360's capacity then one has to question not only your objectivity, but also your sanity. ;)
 
SentinelQW said:
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?

pd0 x2 visual fidelity over average xbox games,
i suppose X0 IS 100X FASTER THAN XBOX!!

u heard it here first folks.
 
Guden Oden said:
Meaningless pap. These numbers have no connection to reality. If you're trying to suggest PD0 only uses ~2.4% of the 360's capacity then one has to question not only your objectivity, but also your sanity. ;)
Ok, sorry. I thought as much. Use 2-3 % polygonal capacity, and no full graphical capacity.
 
SentinelQW said:
Ok, sorry. I thought as much. Use 2-3 % polygonal capacity, and no full graphical capacity.

It's not even polygon capacity. It's the transform capacity, isn't it.
 
hupfinsgack said:
It's not even polygon capacity. It's the transform capacity, isn't it.
It's poly setup capacity, transform is much higher should the box focus solely on that task. ...Which would be pointless of course since there's little hope of effectively displaying even 5 million polys/frame at the rez the box renders at, much less 8.33 million or even more.

Sentinel's doing the typical fannish drooling-mistake of making calculations solely based on non-real-world numbers and then orgasming when determining the calculation to yield results far below theoretical maximums. The day a game that pushes close to 500M polys on the 360 is released is probably the day after the sky falls, that's a pretty safe prediction IMO... :)
 
SentinelQW said:
Maximum environment scene = 300.000 polygons
Maximum players on screen = 32 X 3000 visible polygon = 96.000 polygons
300.000 + 96.000 = 396.000 396.000 X 30 (fps) ~ 12.000.000/sec polygons

XBOX 360 capacity=500.000.000/sec polygons
500.000.000/12.000.000 ~ 2.4 %

Opinions?
So....PDZ is made only out of polygons?

It doesnt give much information anyways.This was initially planned for XBOX1.Hence the lower polygon count.But that alone doesnt matter
 
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The only problem here is that some people want computers in general to be simplified down to just one number. For Pc's it's the clock rate of the processor, for consoles its the polygon counts. It would be great if we could simply just slap a single number on these machines and instantly know how well built a product (hardware/software) is but out side of 3dmark being put on 360, this is what some people's conclustions are based on.
 
Hmm... there's a thought... how much extorsion would it take to get Futuremark or whatever they call themselves to release a 3Dmark version for the 360, PS3, and Revolution?

:)
 
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